What I'm trying to say in real life youll do whatever it takes to save your bacon,and the same way we react in game to survive or kill,i personally dont think you can drop on ground and reload at the same time,thats just crazy,but drop on ground and then starting to reload,well that makes sence and its real.
But like i said before RO2 dont look stiff at all from the vids,it does look realistic though,the time need to aim,the recoil...game looks very promissing.
You can still stop 2 things from working at the same time in UE3.5, like reloading whilst going prone or whilst sprinting, by use of code (if action X is started, cancel action Y if it's active), however, even here anim blending can be used to smooth it out, so you don't have to wait till the reload anim has 100% reversed itself before you can start another action, but can blend cancelling the reload anim into starting another anim like going prone or starting to sprint.
The result for your reload will be the same, you still have to start it over because you didn't get it done, it was cancelled, but using blending, you can still start another action emediately (or allmost emediately) if you need to save your bacon, like run away from a grenade or go prone because you realize you can be seen where you are sitting, whatever it may be.
It would also be possible to pause an anim, and pick it back up where you left it off (as long as you dont start another anim in the mantime that would cancel it), like say you are reloading, but want to move a few feat to relocate behind a corner, then the reload anim could be paused whilst you move and resume when you stop again (or get cancelled if you start a sprint or prone).. i don't know if that's something they would do, but there's a lot of posibillities with this tech, so it's possible.
And yes, Ro2 does look very promising, it seems like it maintains the realism of the first one (with some added bits like the cover system and vaulting over short obstacles), but improves on all the mechanics, making them smoother, easy to use and more intuitive (how bipods work and such is all much improved aswell), really, this is exactly the sort of stuff i felt RO was missing all along, that extra bit of polish in it's otherwise solid game mechanics, and if they can just give me that with Ro2 (which they seem to allready have done), it's going to rock!
AMEN.
And other things that make the game feel "stiff" are things like crappy collision physics. Do you hate it when you try to move up against some cover (say sandbags) to rest your rifle on a surface and then you realize suddenly, to your horror, that your avatar decided to climb the sandbags instead and now you are standing out in the open like a moron? This happens all the time in UE 2.5 games.
Ugh I hate that sooo much.
Ohh yes, that was also plenty annoying when it happened, but i don't think i've noticed something like that in any of the UE3 engines games i've played.. has anyone else? so maybe that'll be a thing of the past too
